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FairyNuff
Jan 22, 2012

Pussy Snorkel posted:

Yeah I can't say I'm a huge fan of deterioration. Is there a way to prevent it? Some kind of storage?

Food/tribal medicine goes in the freezer.
Otherwise roof over the storage zone, either slows it down or stops it entirely.

E;

Also:
:420: blaze it https://ludeon.com/forums/index.php?topic=10540.0

FairyNuff fucked around with this message at 21:19 on Feb 23, 2015

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Bold Robot
Jan 6, 2009

Be brave.



If you keep your stuff indoors it doesn't deteriorate (or at least it deteriorates much more slowly).

Luckily, it seems like trade beacons work fine even when indoors.

Okan170
Nov 14, 2007

Torpedoes away!

Bold Robot posted:

Luckily, it seems like trade beacons work fine even when indoors.

What. Since when? :stare:

Plek
Jul 30, 2009

Okan170 posted:

What. Since when? :stare:

Since this update, apparently. The trade ships also drop their stuff near your comms console now too.

Filthy Monkey
Jun 25, 2007

9e is out.

quote:

Changes include:
Reduced room temperature equalization rates.
Room walls that are two or more cells thick now equalize temperature slower.
Balanced sieges to be slightly weaker.
Various tuning adjustments to several thought mood effects.
Removed “buildings need power” alert as it is annoying to see it when a power switch is off.
Fixed a bug that corrupts savegames if you sell a statue that is marked to be installed.
While firefighting, colonists will now fight any fire they walk into.
Fixed a bug that caused non-prisoner beds to be set as prisoner beds on load.
Fixed a bug that froze wounded colonist prisoners if they were marked to get doctor care.
Fixed a bug that prevented prisoners from using nutrient paste dispensers in their cells.
Fixed a bug that caused temperatures indoors to sometimes become NaN (not a number).
Fixed a rare bug that prevented running a game that saved with some corrupted work priorities data.
Guess your freezer room should have a bit of insulation around it now.

Bold Robot
Jan 6, 2009

Be brave.



Will the update break saves and/or mods?

Pussy Snorkel
Sep 12, 2008

With the Pussy Snorkel, any man can be a dive master.

Plek posted:

Since this update, apparently. The trade ships also drop their stuff near your comms console now too.

Weird, because this has not been my experience.

Synnr
Dec 30, 2009

Pussy Snorkel posted:

Weird, because this has not been my experience.

They appear to if you have your beacons covered up. I often forget to remove the roof on my outdoor one, so it pods in next to the wall behind my comm console.

I'm pretty sure when I uncover it they drop onto my beacon but I pay so little attention up there, eh.

Bold Robot
Jan 6, 2009

Be brave.



Will pirates drop onto covered beacons? If not, this would mean we don't have to set up trading posts outside our defenses anymore.

Alaan
May 24, 2005

They drop as close as they can. I've had several raids pop just outside my closed roof trading area.

Synnr
Dec 30, 2009

Alaan posted:

They drop as close as they can. I've had several raids pop just outside my closed roof trading area.

I dunno man, mines covered up and they still seem to show up near the map edges for the most part. Occasionally I'll get like one or two pods in the walls but usually not.

Mister Bates
Aug 4, 2010
I wish there was a 'be honest' option when trying to recruit captured pirates, which just has your warden say 'join the colony or we are going to harvest all your organs and then make pants out of your skin'.

sebmojo
Oct 23, 2010


Legit Cyberpunk









Mister Bates posted:

I wish there was a 'be honest' option when trying to recruit captured pirates, which just has your warden say 'join the colony or we are going to harvest all your organs and then make pants out of your skin'.

What do you think they say in those 'friendly chats'.

Frankly
Jan 7, 2013
It always seems so awkward when I take prisoners from a raid that kills one or more of my colonists. I need the extra colonists so I have to be nice to them and have my wardens make small talk with their friend's killer.

The temptation to flay them alive, steal their organs and dump their bodies (in useful places around the map to one day drive siege parties insane of course) is too much sometimes though :rimworld:

Donkringel
Apr 22, 2008
Have survival rates dropped? I have had like... 2 out of 30 raiders live past my defenses. They die too fast.

Mister Bates
Aug 4, 2010
Don't leave artillery shells outside, when they degrade they have a tendency to explode.

Filthy Monkey
Jun 25, 2007

I want to see some sweet tech and upgrades be introduced to the game. My surgeon should be able to give a guy chainsaw arms! It can turn off hauling, but give the guy awesome melee damage. Plus maybe he can make wood sculptures. Or we could introduce more research, and get some deus ex poo poo.

The research system feels kind of weak. I would prefer that either research takes materials, or that more advanced tech is made by more complicated material chains. Get some factorio-like production going. I did see that one mod added belts.

Mister Bates
Aug 4, 2010

Filthy Monkey posted:

I want to see some sweet tech and upgrades be introduced to the game. My surgeon should be able to give a guy chainsaw arms! It can turn off hauling, but give the guy awesome melee damage. Plus maybe he can make wood sculptures. Or we could introduce more research, and get some deus ex poo poo.

The research system feels kind of weak. I would prefer that either research takes materials, or that more advanced tech is made by more complicated material chains. Get some factorio-like production going. I did see that one mod added belts.

I'm playing with the Rim+ modpack and it adds both of those things. My melee fighter has power claws for hands, armored skin, and cybernetic legs that boost run speed (she's also a prosthophile and thinks that's loving awesome). On a more macabre note, I also have a guy who got his arm and eye shot off by an enemy, and then got that enemy's eye and arm as transplants after I captured the dude. I've also got a super old dude who had cataracts in both eyes and was a terrible shot until I gave him super-awesome bionic eyes and now he's my main sniper.

Rapacity
Sep 12, 2007
Grand

Filthy Monkey posted:

Plus maybe he can make wood sculptures.

I'm dying :lol:

fart simpson
Jul 2, 2005

DEATH TO AMERICA
:xickos:

Mister Bates posted:

Don't leave artillery shells outside, when they degrade they have a tendency to explode.

Oh, that explains what happened last night.

Alaan
May 24, 2005

Is anybody having trouble hauling Art/Weapons/??? on E or is one of my mods acting up?

Edit: EDB interface is doing it. May have to mess with load order or something.

Alaan fucked around with this message at 05:50 on Feb 25, 2015

Drunk in Space
Dec 1, 2009

Donkringel posted:

Have survival rates dropped? I have had like... 2 out of 30 raiders live past my defenses. They die too fast.

Don't know if I've noticed more people dying outright, but since this last update it definitely seems like people bleed out a lot faster than before. I've had tons of prisoners dying shortly after being captured because I didn't have the manpower to look after them in time, whereas in previous versions they could be missing limbs and have arteries gushing with blood but were usually ok for a day or two. Look like proper triage might actually become a thing now.

Filthy Monkey posted:

I want to see some sweet tech and upgrades be introduced to the game. My surgeon should be able to give a guy chainsaw arms! It can turn off hauling, but give the guy awesome melee damage. Plus maybe he can make wood sculptures. Or we could introduce more research, and get some deus ex poo poo.

The research system feels kind of weak. I would prefer that either research takes materials, or that more advanced tech is made by more complicated material chains. Get some factorio-like production going. I did see that one mod added belts.

You might get a kick out of this mod: https://ludeon.com/forums/index.php?topic=7970.0. It adds a ton of new advanced upgrades, including implants, in several tiers (bionic, nano and cyber), as well as futuristic weapons and armour. Like many mods that enhance the bodypart replacement system, it's pretty hilariously unbalanced with the base game; but if you're like me and have already played vanilla inside and out, it's fun if you want to just mess around and make a colony full of Adam Jensens or whatever.

Alaan posted:

Edit: EDB interface is doing it. May have to mess with load order or something.

If I recall, EDB should always be the first mod you load.

V for Vegas
Sep 1, 2004

THUNDERDOME LOSER
I've been trying to get my Ultima Thule colony on the northernmost square up and running. Plants won't grow outside without sun lamps? I can deal with. Sub -40 degree temps? Tough but doable. But just as I get through the scrimping and saving to get things to an equilibrium all my trees disappear from the map. :negative:

Mister Bates
Aug 4, 2010

V for Vegas posted:

I've been trying to get my Ultima Thule colony on the northernmost square up and running. Plants won't grow outside without sun lamps? I can deal with. Sub -40 degree temps? Tough but doable. But just as I get through the scrimping and saving to get things to an equilibrium all my trees disappear from the map. :negative:

I'm doing a tundra game right now and I basically have to rely on bulk goods traders as my only reliable source of wood.

On the bright side, gold is super loving plentiful on this map, and now that I've got a couple of good hydroponics greenhouses I've got more food than I know what to do with, so I'm exporting gold, cooked meals, and beer and bringing in plenty of wood.

marumaru
May 20, 2013



Oh god.

https://ludeon.com/forums/index.php?topic=10878.0

Diviance
Feb 11, 2004

Television rules the nation.

I saw that mod and this thread is the first thing I thought of.

marumaru
May 20, 2013



Diviance posted:

I saw that mod and this thread is the first thing I thought of.

I mean, I always wanted to use prisoners for something, but that is a bit over the top. Dude, you can torture them. What the gently caress

On an unrelated note, I love your avatar. I wish I could spare the dolla to use my usual avatar.

Diviance
Feb 11, 2004

Television rules the nation.

Inacio posted:

I mean, I always wanted to use prisoners for something, but that is a bit over the top. Dude, you can torture them. What the gently caress

On an unrelated note, I love your avatar. I wish I could spare the dolla to use my usual avatar.

With the people we have in here capturing prisoners just to cut their limbs off and vital organs out and then sell them to a slave ship... it is right up their alley.

Your usual avatar is pretty great too. Takes me back to playing in the SA guild with Lowtax and poo poo, listening to Daft Punk, back when EverQuest 2 came out. Good times... except when grouped with Lowtax, he kinda sucked at the game. I hope he still has a sense of humor about that...

fart simpson
Jul 2, 2005

DEATH TO AMERICA
:xickos:


any chance of getting the collars as a standalone ?

Mister Bates
Aug 4, 2010
Paths in heavy snow that are regularly traveled by colonists will eventually get cleared of snow from all the walking, which is kind of cool.

Also, are faction relations still broken? I had a neutral tribe show up and try to help me fight some mechanoids, but they got butchered, so I rescued the survivors, healed them up, gave one of them a bitchin' prosthetic leg, and sent them on their way, but it doesn't seem to have boosted my relations with that tribe any.

OwlFancier
Aug 22, 2013

Changelog posted:

Beer can now be wielded as a weapon (like wood).

Skuzal
Oct 21, 2008

Mister Bates posted:

Paths in heavy snow that are regularly traveled by colonists will eventually get cleared of snow from all the walking, which is kind of cool.

Also, are faction relations still broken? I had a neutral tribe show up and try to help me fight some mechanoids, but they got butchered, so I rescued the survivors, healed them up, gave one of them a bitchin' prosthetic leg, and sent them on their way, but it doesn't seem to have boosted my relations with that tribe any.

It might not have boosted the relations with that tribe because if people get killed (hurt too possibly?) at your colony, even if it isn't your fault, your relations go down with them. The new system is just allowing you to be able to mitigate some of the loss / possibly gain some if only one person got knocked out.

Sylink
Apr 17, 2004

I feel like every mod fucks the trading system up. Because randomly traders will disappear forever and then suddenly I get ten traders in a row. Whereas unmodded it seems more regular.

Donkringel
Apr 22, 2008
Oh hey, if you mouse over moods modifiers it gives you flavor text and if you mouse over injuries it gives you more specific info. Is that all new?

Mister Bates
Aug 4, 2010
Friendly tribals are pretty rad dudes to have around; an arrow to the face kills someone just as dead as a laser blast does and the tribes pretty much always have a numbers advantage. I wouldn't count on them to fight off an attack themselves, but they're great as support.

Alaan
May 24, 2005

I ended up with basically all the neighbors pissed at me in my last game because I had ridiculously good luck for a while with raids showing up while people were just milling around and bumbling into them. I had a 3 scythers drop right on top of some of the poor bastards. There were no survivors.

Mister Bates
Aug 4, 2010
There's an outlander town and a tribe that are both friendly to me, but they hate each other, and they have a tendency of showing up at the same time and getting into brawls in town square or the dining hall. There's pretty much always one or two idiots recuperating in the hospital because they got cracked over the head with a club or shot in the arm or whatever.

Synnr
Dec 30, 2009
Well I observed my dudes making stuff, it looks like the cybernetic storm mod thing is either not producing correct craft times (I watched a statue finish before something that had half the work time with twice the skill) and/or just consuming materials without producing stuff. That explains where all my goddamn plasteel went!

Diviance
Feb 11, 2004

Television rules the nation.

Synnr posted:

Well I observed my dudes making stuff, it looks like the cybernetic storm mod thing is either not producing correct craft times (I watched a statue finish before something that had half the work time with twice the skill) and/or just consuming materials without producing stuff. That explains where all my goddamn plasteel went!

Yeah, some of the stuff in the cybernetic storm mod don't actually make anything.

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Pornographic Memory
Dec 17, 2008

Mister Bates posted:

There's an outlander town and a tribe that are both friendly to me, but they hate each other, and they have a tendency of showing up at the same time and getting into brawls in town square or the dining hall. There's pretty much always one or two idiots recuperating in the hospital because they got cracked over the head with a club or shot in the arm or whatever.

That's some awesome Wild West-style poo poo though.

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